Nielsen 10 Posted June 3, 2010 (edited) Hi fellows. I've wanted to make a mission where "noone gets left behind" for a long time. What I really want to do is force players to take fallen comrades back with them to base. The problem is, that I do not know how to refer to specific dead bodies, and if it is even possible. Second; its gonna be a long drag back, when you can't load the bodies into vehicles. Scripting this seems to be way out of my scope. Instead I decided to give all BlueFor dogtags, and then make a trigger that detects if all dogtags are present in triggerarea. So if Bluefor dies, the dogtags have to be retrieved to base for mission completion. I have two problems. The first is that players kan only have one radio/map/dogtag in the inventory at a time. This makes it kinda hard to collect the dogtags. I can solve this with ACE Backpacks. The dogtags kan be stored there. It's a shame that players cant have their initial dogtags staying in the inventory, but I guess I can live with that. I would appreciate any ideas though. The next (main) problem is then. How do I set a trigger to check for a specific number of an specific item across all players inventory (including backpacks) in the trigger area? I've had no luck browsing the forums. Any ideas on this? Thanks in advance Regards EDIT: Btw, I have tried the inbuild ACE feature, but it does not seem to work properly. So I decided to set it up on my own. Hence this post, instead of a post in the ACE thread. Besides it does not just relate to the dogtags. This would be helpfull for retrieving evidence and such also, so I'm very curious about the trigger thing. Edited June 3, 2010 by Nielsen Share this post Link to post Share on other sites
Nielsen 10 Posted June 3, 2010 (edited) Well I got it working. I decided to do it without the dogtag items. i just set an eventhandler with "on killed then addaction" on the groupmembers, and set a few variables. And added a trigger to check for a match: (liveplayers + dogtags) >= initialgroup. It works, as I figured it would. But I really want to involve dogtags in inventory, so its not just another addaction with no visible effect.. Anyone got an idea? EDIT: Gosh darn it. I just realized that eventhandlers are local, and I want all players to be able to pick up the dogtags. So I'm back to square one. Edited June 3, 2010 by Nielsen Share this post Link to post Share on other sites